I have a large “Monster Manager” script, wich has lot of public arrays (all empty)
If I select an enumerator like “Shoot”, I have to use the Bullets array (gameobject).
The script uses coroutines based on the enumerator, it won’t check something from other arrays.
So my queston is, do i kill my game doing this way ? Because my game will have lot of monster each scene, but each monsters has a lot of empty arrays.
They’re all empy and their size won’t be changed in the script, so does unity consider them in memory or not?